/Engine/Source/Runtime/Engine/Classes/GameFramework/MovementComponent.h
The 'Teleport' flag is currently always treated as 'None' (not teleporting) when used in an activeFScopedMovementUpdate.
True if some movement occurred, false if no movement occurred. Result of any impact will be stored in OutHit.
bool MoveUpdatedComponent ( const FVector & Delta, const FRotator & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutHit, ETeleportType Teleport )